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View Full Version : Halls of Seeing - Overlord Encounter help


TwistedFaith
01-07-2007, 01:30 AM
OK does anyone have any suggestions or tips on how to beat this encoutner.I am in a casual guild who raids weekends, we have worked our way through the labs and reached the last guy in the Lyceum but this encounter seems totally impossible for us at the moment.We have tried to off tank the Enforcer of Captivity away from the Overlord but the sheer amount of dmg put out within the first 20 seconds makes it pointless. Without a mezzer to take the heroics as well, it seems incredibly difficult.Has anyone got any strategies for taking this encounter?

Aven Elonis
01-07-2007, 01:39 AM
<P>Overlord has a DOT (Heat) which must be cured ASAP, it like 2K a tick or so. This wiped us a few times. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>I've pulled them to the top of stairs and tank them against one wall or the other.</P> <P>The other way we've done it is to run into the room and cut to lower right corner (no statue there). Again tank against wall about 20 feet from corner, with raid force in corner. (To avoid being KB into statues)</P> <P>The MA picks up the adds, while I tank the O & E.  We burn adds first, then E and then O.</P> <P>Also there are 3 to 5 (I forget off hand) wanderers that path thur that room. It is sometimes a good idea to wait for them and clear them first. They are very long paths.</P> <P> </P><p>Message Edited by Aven Elonis on <span class=date_text>01-06-2007</span> <span class=time_text>03:39 PM</span>

TwistedFaith
01-07-2007, 01:53 AM
Thanks for the reply, we have just called it after wiping way too many times, kinda crappy as we are used to clearing the labs and everyone getting something to use. To walk out of a zone with just 1 drop kinda blows.The Overlord encounter well, it was kinda difficult. We dont have a mezzer so the adds were beating on people and I dunno those two named mobs seemed to be doing insane damage even though we tried our best to debuff them.

Aven Elonis
01-07-2007, 01:55 AM
<P>Never used a mezzer on the adds, just grab them between me, MA and OT.</P> <P>That insane damage was likely the Heat DOT from overlord. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P><p>Message Edited by Aven Elonis on <span class=date_text>01-06-2007</span> <span class=time_text>03:56 PM</span>

TwistedFaith
01-07-2007, 02:35 AM
Thanks for the help, guess we'll give him another go next week.You mind me asking what kind of mit/hp's you are at to tank both mobs at the same time?Is the Heat dmg a aoe or just a single target dot that needs to be cured on the MT. What kind of heat resists are you sitting at, maybe that was a issue.To be honest, its kinda chaotic with 2 named charging for us, and those 4 adds appearing from nowhere.We'll try again next week I think...hehe

mikemcmodmi
01-07-2007, 02:45 AM
<P>With no mezzer you'll have to split tank them.  Have one tank grab E and the adds by group taunting and the MT rescue the O to split them.  Have the 2nd tank pull back so the raid is out of the aoe.  Then burn the little guys first and ask people to use aoe stuns a lot since it will stun the heroic guys who hit hard.</P> <P>Raiding with no chanter is a bad idea too.  You should try to collect a more balanced raidforce.</P>

TwistedFaith
01-07-2007, 02:47 AM
<blockquote><hr>mikemcmodmike wrote:<P>With no mezzer you'll have to split tank them.  Have one tank grab E and the adds by group taunting and the MT rescue the O to split them.  Have the 2nd tank pull back so the raid is out of the aoe.  Then burn the little guys first and ask people to use aoe stuns a lot since it will stun the heroic guys who hit hard.</P><P>Raiding with no chanter is a bad idea too.  You should try to collect a more balanced raidforce.</P><hr></blockquote>Easier said than done, mezzers are stupidly difficult to find sadly. Blame SoE I guess, nobody seems to enjoy playing chanters/bards or even healers /sigh

Aven Elonis
01-07-2007, 03:04 AM
<P>Well for what it is worth ( 6 to 7 healers including 2 defiliers) and I'm able to tank E & O together, and some or all of the adds. But generally the MA gets some or all of them.</P> <P>As I said the Heat DOT seemed to be more of a problem for us initially. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>We have one mezzer (coercer) most raids, but rarely mezz the adds, unless they have some extra ability like power draining when they explode (i.e. Clockwork Menace).</P> <P>If I recall correctly, coercer's (and illusionist's) group mez is prone to be broken (as oppose to thier single mezzes). It can be hard sometimes to "keep" everyone from dropping an aoe too soon (like me trying to get aggro on mltiple targets. LOL)</P>

Caetrel
01-07-2007, 01:45 PM
Is this encounter alot harder post EoF?  Haven't raided there since the xpac came out, and it was not a problem for us to have one tank on the entire encounter. Also, IIRC this mob does Invalidate or some other nasty trauma effect that needs to be cured in addition to the elemental.  Also, if it is a problem the way the mobs pop up thru the floor, have eveyone stand on the same exact loc away from walls it makes it easier for tank(s) to grab them.  <div></div>

ReviloTX
01-09-2007, 04:27 AM
<BR> <BLOCKQUOTE> <HR> Caetrel wrote:<BR>Is this encounter alot harder post EoF?   <BR> <BR> <HR> </BLOCKQUOTE> <P>No</P> <P></P> <HR> Caetrel wrote:<BR>Also, IIRC this mob does Invalidate or some other nasty trauma effect that needs to be cured in addition to the elemental.  <BR> <HR> <P>No<BR><BR></P>

daboa
01-09-2007, 03:42 PM
This mob is actualy quite harder post EoF he got an HP increase of half a mil after EoF, and techonaly was never nerfed, though he really dident need to be.  But he is defantly harder post EoF. Not to mention tanks lost mit and this guys dot hits the same. Before EoF my guild was able to whipe this guy first try np.  Now it gives us a run for our money and sometimes causes a few whipes.

Krilinye
01-09-2007, 06:03 PM
<DIV>The tactics that we tend to use:</DIV> <DIV> </DIV> <DIV>Have 2 tanks, MT grp and a Second tank grp. Pet pull Overseer, the 4 adds will pop on the puller emidiatly. Position the MT and ST on either side of the stair and have the puller stand at the ST and pull, when the adds pop, the ST AE taunts them, and when Enforcer also comes, the ST taunts that 1 too. MT takes care of Overlord, need to divide healing power between the 2 - also - Enforcer drains mana, so have a assassin/Swashy in MT grp for the hate transfer.</DIV> <DIV> </DIV> <DIV>Take down the adds and the Enforcer down first, then go for Overlord after, be careful of the wanderes that occationally comes by.</DIV>

Illustrious
01-10-2007, 04:45 AM
<DIV>we just use a single tank to take the lot, yes there is a huge damage spike on pull but guards especially can mitigate lots of that with tower of stone etc by which time the adds will be down and the 2 main mobs will already be pretty much debuffed. its all gravy from there.</DIV>

Roriondesexiest
01-10-2007, 07:34 AM
<BR> <BLOCKQUOTE> <HR> Illustrious wrote:<BR> <DIV>we just use a single tank to take the lot, yes there is a huge damage spike on pull but guards especially can mitigate lots of that with tower of stone etc by which time the adds will be down and the 2 main mobs will already be pretty much debuffed. its all gravy from there.</DIV><BR> <HR> </BLOCKQUOTE><BR>Yeah we try to split tank sometimes and usually just ends up being better to really beef up the guardian tank on pull, get things stablized then burn them down.

mikemcmodmi
01-10-2007, 11:30 AM
We generally 1 tank it too but we had a problem with it a couple of weeks ago.  We had 2 templars, 1 inquis, 1 warden and a defiler for healers.  Maybe it was because we were missing druids or something but we had problems with damage spikes.  If damage spikes are your problem then split tanking it is better.

22224446
01-10-2007, 04:16 PM
<BR> <BLOCKQUOTE> <HR> mikemcmodmike wrote:<BR> We generally 1 tank it too but we had a problem with it a couple of weeks ago.  We had 2 templars, 1 inquis, 1 warden and a defiler for healers.  Maybe it was because we were missing druids or something but we had problems with damage spikes.  If damage spikes are your problem then split tanking it is better.<BR> <HR> </BLOCKQUOTE><BR>plate healers have short range heals i think (coz they have plate armor with good mit), and this duo has a nasty aoe with power drain, and they hit hard if all of them t hitting the same target. if u aren't a green beret-like hc raidguild, then get an other shaman and druid, build an st group, and split the guys by offtanking the pseudo-named possible away from the mt group to avoid the unnecessary power-loss, and nuke down him & the heroic adds as fast as u can.

aislynn00
01-10-2007, 04:44 PM
<BR> <BLOCKQUOTE> <HR> mikemcmodmike wrote:<BR> <P>With no mezzer you'll have to split tank them.  Have one tank grab E and the adds by group taunting and the MT rescue the O to split them.  Have the 2nd tank pull back so the raid is out of the aoe.  Then burn the little guys first and ask people to use aoe stuns a lot since it will stun the heroic guys who hit hard.</P> <P>Raiding with no chanter is a bad idea too.  You should try to collect a more balanced raidforce.<BR></P> <HR> </BLOCKQUOTE> <P>We usually don't have any mezers at all, and yet I tank everything in that encounter.  I'm not uber geared either: I am using only one single DT drop (Black Lotus Breastplate) and nothing from any EoF zones, nor any Chel'Drak or Direvine Matron drops.</P> <P>The fight is certainly challenging, but with six healers, it is quite doable, even if you only have three groups.  We have done it with less healers, but we were hard pressed.</P> <P>Just before the pull, I use Command, ToS, Stone Sphere, and Sentry Watch, as well as a free action potion.  I have the Overlord targeted and pull him with an arrow.  I group-taunt when I reach the top of the stairs, then pull on down the stairs, which is where I tank the mobs. </P> <P>As soon as I reach the tanking spot, I use Plant and Wall of Force, then I use my three CA debuffs on the Overlord, after which I switch into normal tanking mode, using AE's and group taunts whenever possible.  I switch back to the Overlord whenever the three CA debuffs need to be refreshed. </P> <P>The brigand MA targets the heroic golems first, then works his way through to the Enforcer and finally the Overlord.  I assist him myself most of the time when I'm not busy switching around to debuff or taunt other mobs.</P> <P>Everyone who is able to debuff knows what to do: they debuff the Overlord debuffed from the outset and keep him that way all through the fight.  The debuffers also work on the Enforcer when they have time.</P> <P>The MT group healers do a good job of keeping any debuffs and DoT's off me, especially on the pull.</P> <P>We sometimes do wipe on the pull due to a bad damage spike, but if I get to the tanking spot and get Plant and WoS off, we usually have the fight in the bag.  And all without any mezers. </P> <P>Of course, if we had a monk to pull, the entire fight would be a sure thing every time.  We don't, though.</P>

aislynn00
01-10-2007, 04:49 PM
<P>Someone asked about stats: Raid-buffed for that fight, I have something like 12.5K HP, 6K mitigation, and 8 - 9K heat resist.</P>

hawk987
01-11-2007, 02:49 AM
We've never had much trouble on him, still quite easy after EOF.We set up MT in corner at bottom of stairs in the corner. Healers max range across the hall. will all the DPS there aswell. (only for the pull)Have a summoner pet pull the overlord and the little adds will teleport through the floor just have your MT pick em up or have an OT there to keep em off healers/.DPS. MT then just AOE taunts and gets everything on him, all healers should have reactives, wards, regens up. Have a pally or at least another tank watch for a quick intercede and LoH if need be. Not at all necessary with bolster and defilers big AA ward.After that just have your MA send your DPS in on the Enforcer, adds should die within 20s or so when everone launches their AOEs. Do a quick burn on Enforcer and then kill Overlord. The initial spike is easily handled by keeping MT in heal range and having interceded ready in case. If the damage output is really too much for the healers to keep up with you can try a 2 tank. OT gets enforcer and MT gets overlord + adds. This requires the OT to have 2+ healers and is in my opinion not at all necessary. MT should be 5k+ mit if your at this point if not he will get beat up a lot more, depends how well geared he is and how good your MT healers are. <div></div>